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Сообщить о проблеме с переводом
South America has resources Austria has interest in, there is no reason for them not to have an interest there. They need sugar, coffee, dyes just as much as anyone else.
Except it can happen to a war that is land locked in the middle of Africa, that they don't border. It's surrounded by lands you need to colonize, so they LITERALLY cannot bring troops to the war, and when the war against Rwanda is won, you're then 'locked' into a war with France until their support for the war goes down to 0%, .3% at a time, so a couple of years.
And it can happen. Every. Single. War.
I'm not saying world powers can't pledge and/or send support across the globe in every direction if they want to, but you know, in real life/history they didn't do that constantly because, you know, if France sent their entire military to Africa 14 times in 30 years, I'm pretty sure the British would've, you know, invaded the defenseless, FRANCE.
This would make sense if I was annexing sizeable territories which did not already belong to me or my subjects. You seem to think however, that two world powers would mobilize their armies and economies to prevent a power which they had good relations with from annexing their own low dev subject. Seems like you're the one who needs to study history.
But it would be depend on who you are. Austria? Russia? Prussia? Yes, France is going to want to slow you down. Even Spain or Italy.
When prussia tries to annex a small german principality, I join in so I can keep prussia knocked down a peg.
I will w8 for patches and a big rework of the war and economy system.
War doesnt make any sense, have a giant frontline with 3 generals, 120vs30 troops and only 1 battle can be fought at a time?
Plus the markets are cool but they shouldnt work like that, if you are not a great power the only way to get a good economy is to join a bigger market and produce ♥♥♥♥ for them, there should be a better international market, that affect prices globally.
Head of state also impacts how relationships are formed, viewed and adjusted throughout playing.
This is pretty common behaviour for France as they like to see themselves as the above all others type. You start doing their leg work for them on the global stage and France gets mad and will feel threatened by you.
War makes sense... But at a caveat. It's unique from a lot of other games. It takes a bit of exploring to figuring it out. But it isn't just "dump more soldiers to a front and you win". Tactical and skillful generals make a big difference. As does not sending all your troops to die of attrition to fight smaller battles. More generals, less troops in command is a better way to go so you can leave a vast majority of your troops on standby in the HQ while only one general and small group of troops takes attrition while pushing fronts. Defend fronts only for fronts abroad. When you try to dump 100 battalions into a front using assault front with one or two generals, it's like you're Xerxes leading the Persian immortal army against Leonidas and his 300 Spartans. Sure, on paper you should win, but combat width is a factor. You can only send in so many troops to battle based on how well supplied they are, how much supplies they consume (general traits can modify these factors), how promoted your general is, and the terrain you're fighting in. Forests, mountains and such are denser and harder to move through, eat up more of your supply access and reduce the combat width. Having generals with terrain traits that aren't suited for open land battles will result in sending in too few of the soldiers the general can also go in with.
War definitely needs a UI overhaul and it's in the work. We'll be seeing a lot more of what mechanics goes into warfare more easily with 1.1 and a few adjustments to how splitting fronts work and some of those excessively large long single fronts. War is just really complex in this game and without having micro control over the individual battalions/general regiments it feels odd for a bit at first.
The economic sector of the game is pretty good as well. Quite balanced, you can bring an isolated nation the start of the game and turn them into an economic power house, Great Power rank 1, best GDP and GDP per capita. It's matter about understanding economics at more than just a general surface level, understanding how to focus on productivity not just "oh this makes me most money". A lot of the crucial buildings you need to build to make a powerful economy, the game will tell you will cost you more money than they'll make and that's always based off of current market trends. These values always show up as a negative because you have zero demand on the produced goods. Only building industry as an independent that show green profit will actually just cripple and stagnate your economy after a short while. Though it's a good way to start initially, as you'll start popping in grain farms, cattle ranches, lumber mill, food processor, toolmaker, furniture and textile industries to start. You could also opt to import some of those goods and opt to go much more aggressive in industrializing and building lumber camps and iron mines, building glass and steel and just start pumping out arms, engines and other.
The markets work pretty realistically to real market economies. It's based on the core principal of supply and demand. Goods have a base set price, and adjust based on how much supply versus demand there are in the market. Productivity of your businesses depends on how expensive the input goods are and the input wages for staff, plus the demand of the produced good being high to encourage high output good price.